using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoatController : BuoyantObject {
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public float trunSpeed = 0.5f;
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public float breakSpeed = 20f;
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[Range(0.8f,1)]
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public float stopRatio = 0.95f;
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private bool applyBreak = true;
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// Use this for initialization
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void Start() {
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}
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void Update() {
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lookAtDir(Vector3.ProjectOnPlane(rb.velocity, Vector3.up));
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}
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void FixedUpdate() {
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doBreak();
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}
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// Update is called once per frame
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void lookAtDir(Vector3 inputDir) {
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Quaternion targetRotation = Quaternion.LookRotation(inputDir, Vector3.up);
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float str = Mathf.Min(trunSpeed * Time.deltaTime, 1);
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transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
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}
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void OnCollisionEnter(Collision collision) {
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if (collision.gameObject.CompareTag("Rock")) {
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float forwardHitSpeed = Vector3.Project(collision.relativeVelocity, transform.forward).magnitude;
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Debug.Log("Forward hit:" + forwardHitSpeed);
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if (forwardHitSpeed > breakSpeed) {
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NotificationServer.notify("show GameOverPanel");
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}
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}
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}
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private void doBreak() {
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if (!applyBreak)
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return;
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Vector3 vel = rb.velocity;
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Vector3 flatVel = Vector3.ProjectOnPlane(vel, Vector3.up);
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flatVel *= stopRatio;
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flatVel.y = vel.y;
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rb.velocity = flatVel;
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}
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public override IEnumerator pushObject(Vector3 point, float power, float totalTime) {
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Vector3 dir = transform.position - point;
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dir = Vector3.ProjectOnPlane(dir, Vector3.up);
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dir.Normalize();
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float elapsedTime = 0;
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Vector3 force = dir * power;
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rb.AddForce(force,ForceMode.Impulse);
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while (elapsedTime < totalTime) {
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applyBreak = false;
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force = dir * power * Time.deltaTime;
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rb.AddForce(force);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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applyBreak = true;
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}
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}
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